Welcome, one and all. Today, I'm bringing to you Graft Monsters, a new breed of dark yellow-bordered Extra Deck-dwelling cards that act in a way reminiscent of Pendulum Monsters, in that they have the capability to be either monsters, or Spells or Traps. I developed the original concept for them for quite a long time, however it was not until now that I finally managed to solidify the ideas behind them. Credit to Die Frauen for helping me work through some of their mechanics and make their core aspects truly solid.

Graft Monster Cards are brought to the field by a rather unique means - they can either be Graft Summoned as monsters, in a manner similar to previous Extra Deck Summon types, or, alternatively, Set to your field as Spells or Traps by Graft Set. A Graft Summon is considered a type of Special Summon (though a Graft Set is not).

Performing a Graft Summon or Set is a very simple process of sending the face-up Graft Materials listed on the monster you intend to Summon from the field to the Graveyard. However, unlike most other Summoning mechanics, the materials you use are not exclusively monsters, but rather some combination of monsters and Spells or Traps. More in line with other mechanics though, Graft Summoning can use Tokens, and you can perform a Graft Summon or Set when the materials would not go to the Graveyard. Note that the listed Spells/Traps used as material will always be of the same type, which also determines the card type of the Graft Monster Card as a Spell or Trap.

While in a Monster Zone, Graft Monsters are exclusively monsters, however in the Spell & Trap Zone (or possibly, the Field Zone) they become either a Spell or a Trap, and as Spells/Traps, they have certain inherent aspects to them depending on the Graft Crests they possess, as follows:

- Normal Crests are wildcards that can be provided by any Spell/Trap material. Normal Crests confer no additional effects to a Graft Monster Card in the Spell & Trap Zone or Field Zone. - Continuous Crests enable the card to remain face-up after being activated. - Quick-Play Crests enable the card to be activated during either player's turn, but not the turn it is Set. - Equip Crests enable the card to be equipped to a monster as part of its effect when activated. - Field Crests cause the card to be Set in the Field Zone, where it will act exactly like a Field Spell Card. - Effects from a card that holds a Ritual Crest that Summon a monster will be treated as Ritual Summons. - Counter Traps make the activation of the card Spell Speed 3.

Also while anywhere but the field or Extra Deck, they always count as both monsters and the secondary card type they belong to. Finally, Graft Monsters in monster form can survive destruction, as in this case, they are Set to the Spell & Trap Zone or Field Zone instead of being sent to the Graveyard.

So, to solidify things in basic, easy to read points:

- Graft Monster Cards are Extra Deck dwelling cards that are able to act as either monsters or Spells/Traps. They have dual-coloured borders, one half golden yellow, the other half either green or magenta, depending on their secondary card type.- To play a Graft Monster Card from the Extra Deck, you simply send the listed materials that are face-up on your field to the Graveyard.- The materials for Graft Monster Cards are always some number of monsters together with some number of Spell/Trap Cards (at least 1 of each).- Graft Monster Cards carry a number of Graft Crests which take the form of the familiar Spell & Trap icons. The Graft Materials used to Graft Summon or Set must carry, between them, the exact number and types of Graft Crest listed on the card you intend to play. (Normal Spells and Traps will have the empty icon added to them from now on for clarity.) This also implies that a Graft Monster Card used as Graft Material provides all its Crests.- Normal Crests are a wildcard, that can be provided by any type of Spell & Trap icon.- When you play the Graft Monster Card from your Extra Deck, you either Graft Summon it into a Monster Zone, or Graft Set it to your Spell & Trap Zone or Field Zone.- While in a Monster Zone, a Graft Monster Card is purely a monster, and while in the Spell & Trap Zone or Field Zone, it is purely either a Spell or a Trap.- The Graft Monster Card's Spell/Trap Card type while in the Spell & Trap Zone or Field Zone is determined by the colour border.- While not on the field or in the Extra Deck, a Graft Monster counts as both a monster and a Spell/Trap. However, do note that they can't exist in your hand, since they are still Extra Deck monsters regardless.- When a Graft Monster is destroyed and would be sent to the Graveyard, it becomes a Graft Spell/Trap and is Set to the Spell & Trap Zone or Field Zone, instead.

Last edited by sazandora on Thu Jan 25, 2018 1:19 am; edited 1 time in total

AltergeistGalerudaWhile you control an "Altergeist" monster, monsters your opponent controls lose 300 ATK/DEF for each Spell/Trap in either GYs. Once per turn: You can Special Summon 1 "Altergeist Token" (Spellcaster-Type/WIND/Level 1/ATK 100/DEF 100). It can attack your opponent directly, but it cannot be used as a material for a Graft Summon.[Spellcaster/Graft/Effect]1 "Altergeist" monster + 1+ Continuous TrapsWhen this card is Graft Summoned: You can target Spells/Traps on the field, up to the number of Continuous Traps used for this card's Graft Summon; destroy them. You can target 1 face-up "Altergeist" monster you control; destroy it, and if you do, add 1 "Altergeist" Spell/Trap from your Deck to your hand. You can only use each effect of "Altergeist Galeruda" once per turn.

ATK/1900 DEF/0

Last edited by Ragnatei on Tue Jan 23, 2018 7:13 pm; edited 6 times in total

Mechanically all correct. Though I'd say that the yellow should be at the top and fade to pink downwards, rather than the other way around - or at least, that's how the colour would go on the actual card, though I understand you wanted to associate the pink with the Trap Effect and yellow for the monster effect.

As for the card itself, it seems pretty decent. It's a shame Altergeists don't actually have much in the way of real Continuous Traps, pretty much just Protocol and Spoofing, and now this I guess, but you can use revival Traps like Call of the Haunted too, which make this fairly easy to Summon. I kinda feel like the Spell & Trap destruction effect is too well-proofed though, pretty much nothing can stop it from working if you used an Altergeist Trap, where there should probably be some opening by which they can at least lessen the damage it can do, especially since it can somewhat perpetuate itself. But I like how you made the Continuous Trap effect weaker, since that's what it floats into, but said effect is still somewhat effective. Overall pretty solid, but questionable first monster effect.

Alright. Yellow now is at the top. Also removed the part where its Summon could not be negated. I guess that's all. Anyway, really liked your idea. I'm probably gonna post something on the single card section. Also you reminded me I have work on Dimension Summon a bit further.

I was still treading on the idea of a climbing mechanic and thought it'd be cool if Grafts did have a sort of functionality that supported this.

The idea behind the concept was that Graft Monsters aren't necessarily just a Spell/Trap type statically, rather, they're treated as a number of s/t types depending on the materials required, but being flexible enough to be able to require multiple cards this way and be treated as the different kind of cards it's made from, as well as having a mechanical behavior to them.

So to say, a Monster of X card kind would behave the same as a card of that kind would, but an XY card could do the technical function of multiple cards at a time, like say.

Normal: All Graft Spell/Traps can be activated, and unless otherwise stated or if they're not half Continuous/Field, they're one use and are discarded upon use.Quick-Play: All Graft s/t cards and effects can be activated as a quick effect.Continuous: The card remains on the field upon activation.Equip: The card can be equipped to a Monster at activation, and remain on the field while as suchField: The card can be placed on the field zone upon activation, and remain there as such.Counter: This card's effects, once chained to another card's effect, act as a spell speed 3 card, and can only be chained to by such cards.Ritual: All Summon effects from this card can be performed as Ritual Summons with ease.

And any such cards could themselves be used as materials for a Graft, each one holding a card symbol akin to their kind, even being capable of having multiple quirks at a time, giving all sorts of possibilities to their development process.

This brings a lot of other considerations, such as Graft Monsters, on their Spell/Trap status being potentially one-use, but on the premise of being a staying card, such as Equip or Continuous, may make the card have less usage, as it'd need to be constantly recurred back to get the best of it, often having less value, so maybe they could be reset face-down once destroyed while remaining face-up, even there, might mean the effects need to be more conservative for their reliable staying power, but all the more stable in the long run.

Another thing is how non-continuous cards feel left out of the bunch, as you cannot use them because you obviously need them face-up, so maybe using face-down cards could help diversifying the tight threshold, and again, bring more options to the table. This of course means that, like with Links, you might have to take extra precaution on the more early stages, often needing more than just 2 cards as the climbing ceiling grows bigger, and having a reasonable cap for number of Grafting symbols.

One last thing though might be that the Graft effects being bound to Spells or Traps kind of limits their design, as they'll lose out on being more practical if they're Spells, as they'll only be usable during your turn, lest you get them Quickened, and Traps lose out as once popped back face-down, they'll be unable to be played that same turn, while a reasonable balance choice in some aspects, I feel that with well woven mechanics, sometimes it's best to have some loose ends, as long as they don't go haywire.

If you feel like it, I shall provide some examples on this concept, under these premises I'm suggesting and I do hope you consider them thoroughly.

Trident Knight[Target 3 face-up cards on the field; Destroy them][Warrior/Graft/Effect]1 Monster + 1 Spell + 1 TrapMust be Graft Summoned. When this card is Summoned: You can activate this effect: pick 1 card on your opponent's field, 1 card in their GY and 1 random card in their hand, they choose one of these cards, then Banish the other two.ATK/2000 DEF/2700

Vylon Planar[A Monster equipped with this card is treated as a "Vylon" Monster, also it becomes a Tuner, If this card is sent from the Spell/Trap zone to the GY: You can add 1 "Vylon" card from your Deck to your Hand][Thunder/Graft/Effect]1 LIGHT Monster + 1 face-up Equip SpellWhen this card is Graft Summoned: You can equip 1 "Vylon" card to a Monster on the field directly from your Deck. When a Monster you control is targeted for an attack, you can negate the attack, but you must Destroy 1 "Vylon" Spell you control at activation.ATK/1600 DEF/450

Mecha Phantom Beast Boeinix[Special Summon 1 Beast Phantom Token (WIND/Level 3/Machine/ATK 0/DEF 0)][Machine/Graft/Effect]1 WIND Monster + 1 Quick-Play SpellIf you control a Token, this card cannot be targeted for attacks or by opponent card effects. This card's Level is increased by the combined levels of all "Mecha Phantom Beast" Monsters you control. When you activate a Quick-play Spell (Quick Effect): You can Tribute 1 Machine Monster you control; Special Summon this card from your GY.ATK/1700 DEF/2100

Architect of the Land[You can Normal Summon 1 Machine or Rock Monster in addition to your Normal Summon/Set (You can only gain this effect once per turn.][Machine/Graft/Effect]1 EARTH Monster + 1 Field cardIf this card is Summoned: You can Special Summon a number of Level 4 or lower EARTH Monsters from your Hand to Monster Zones on your field adjacent to this card. If this card would be Destroyed, you can Destroy 1 card you control adjacent to it instead.ATK/0 DEF/2950

Servant of Vandalgyon[When a Monster effect on the field activates: Negate the activation][Fiend/Graft/Effect]1 DARK Monster + 1 Counter TrapWhen a Counter Trap resolves, negate the effect of all other cards on the field during this Phase.ATK/1800 DEF/1400

Evigishki Chain[Tribute Monsters you control or in your Hand, whose combined levels would equal the levels of a monster you would Ritual Summon, then Special Summon 1 WATER Monster from your Hand OR, 1 non-Ritual WATER Monster in your GY (This is treated as a Ritual Summon).]1 WATER Monster + 1 Ritual SpellIf this card is Graft Summoned: You can excavate cards from the top of your deck, up to the number of Ritual Sells in your GY or that are Banished x2; Add one of those cards to your Hand, then return the rest to your Deck in any order, after that, reveal 1 Ritual Spell in your hand, if you do not, discard 1 card.ATK/1800 DEF/600

Vanguarding Captain[When activated: You can shuffle a number of cards from your Hand on top of your deck, then add the same number of Level 4 or lower Warrior Monsters with different names from your Deck to your Hand. If this face-up card leaves the field: You can Special Summon 1 Warrior Monster from your Hand.][Warrior/Graft/Effect]1 EARTH Warrior Monster + 1+ Spell/TrapsWhen this card is Summoned: You can pick 1 Monster from your Deck; place it on top of your Deck. Each time you draw a Warrior Monster: You can reveal it, then either Special Summon it or Draw 1 card.ATK/2300 DEF/1700

Enchanted Landmark[If this card would leave the field, you can banish 1 Ritual Monster or Ritual Spell in your GY instead. You can Ritual Summon Monsters from your Hand, you must Tribute Monsters you control or in your Hand whose combined levels equal the levels of the Monster you would Ritual Summon with this effect.][Rock/Graft/Effect]1 Monster + 1+ SpellsIf this card is Graft Summoned, apply one of the following effects depending on the materials used to summon it:Field card: Target 1 Ritual Monster or Spell in the GY; Return it to the top of the Deck.Ritual Spell: Draw 1 card. Ritual Monster: Apply any of the above effects in sequence.ATK/0 DEF/3100

Dominion Arms[The equipped Monster gains 850 ATK. When a card or effect activates: You can send 2 cards equipped to Monsters on the field; Negate that card's activation. If a card's effect activation is successfully negated by one of your card effects: You can equip that card to the equipped Monster.][Fiend/Graft/Effect]1+ face-up cards + 1 Set card (Including 1 Monster, 1 Equip card and 1 Counter card)If this card is Graft Summoned using 3 cards as Materials: Target 1 Monster your opponent controls; Take control of it. You can send 1 card equipped to this Monster to the GY, then target 1 Counter Trap in your GY; Set it to your field.ATK/2350 DEF/1250

I took my while making these, and I must say I'm really digging the interactions

Hmm... the idea of using Set Spells and Traps is something I had previously considered and discarded due to the potential for abuse, but honestly that's more on the cards that would be used as material, so it's probably fine to implement that.

There are a couple of things you've said here that aren't entirely clear to me though, like this:

Normal: All Graft Spell/Traps can be activated

Not sure what this means, feels like you left something out, maybe you meant specifically "the turn they're Set" or something, and

maybe they [Graft Monsters?] could be reset face-down once destroyed while remaining face-up,

which I think I already implemented, unless you meant they'd be reset even if destroyed while a Spell/Trap.

As for the rest of your proposal, it seems like a neat idea honestly. The unification of icon meanings, such as between Continuous Spells and Traps, ultimately makes sense, though I'm a little apprehensive about combinations that would mix Spell Speeds. I guess ultimately though, in a core mechanical sense, a Field Quick-Play Spell, for example, would not exactly be the same as a Field Spell or a Quick-Play Spell, but simply operate in a near identical way. I'm thinking 4 would be a good maximum for the number of symbols (let's call them Graft Crests), but maybe that doesn't have to be hard-and-fast.

One thing that seems a little off though is that under your proposal you could, for example, make a Continuous Spell Graft Monster using a Continuous Trap, and without any involvement from a Spell at all, which just feels a little inconsistent, so perhaps insisting on using at least 1 card of the correct type (Spell or Trap) would be good, though it'd of course only matter for cards with Normal and Continuous Crests.

Yeah, there's a lot of pretty weird combinations that would make cards work in all sorts of ways traditionally they woudln't be allowed to.

sazandora wrote:Not sure what this means, feels like you left something out, maybe you meant specifically "the turn they're Set" or something, and

that was just a blurb, I wrote it to mention something about them beyond... being treated as Normal Spells/Traps.

sazandora wrote:which I think I already implemented, unless you meant they'd be reset even if destroyed while a Spell/Trap.

Yeah, it's what I meant, naturally this would give Continuous-ish grafts a ton of staying power, as they'd need to be popped twice to rid of them, might be a tad too imbalanced, no matter how prevalent non-destruction removal is getting, but it's really a nice turn of tables from the original draft, which made them far too fragile to be used. It's ultimately your choice, though, and I might be wrong on this one.

sazandora wrote:One thing that seems a little off though is that under your proposal you could, for example, make a Continuous Spell Graft Monster using a Continuous Trap, and without any involvement from a Spell at all, which just feels a little inconsistent, so perhaps insisting on using at least 1 card of the correct type (Spell or Trap) would be good, though it'd of course only matter for cards with Normal and Continuous Crests.

Now this is something I didn't think through enough, maybe because I went on with the idea that Graft cards neededn't be specifically treated as Spells or Traps, but perhaps an entire class of their own, which still counts towards the Spell/Trap order. though that is also something that could be fixed by making Grafts be treated as Spells or Traps, and have the material requirements demand precisely just that same card kind.

Wrangling with the inherently transient nature of most Spells and Traps while they still require an investment of at least two cards is my main concern still, definitely. However, I do feel that there are nonetheless enough situations where it would be prudent to directly Graft Set - after all, Grafts can effectively turn the Extra Deck into a toolbox of Spell and Trap cards, rather than just monsters, so they could for example, play around anti-Special Summon effects or anything that would deal with monsters, and card design where you sometimes gain bonuses specifically from Graft Setting can help as well. They'll probably be Summoned more often than Set, but I don't mind that so much.

Completely unrelated, but one more idea that I felt like pulling out of thin air is that Normal Crests could be provided by any Spell/Trap type, since they inherently have little in the way of benefits compared to the other types. They'd be like blank extra requirements for cards with more powerful effects and stuff.

So the aspects to be added to the summary would be:- Graft Monster Cards carry a number of Graft Crests which take the form of Spell & Trap icons. The Graft Materials used to Graft Summon or Set must carry, between them, the exact number and types of Graft Crest listed on the card you intend to play. (Normal Spells and Traps will have the empty icon added to them from now on for clarity.)- Normal Crests are a wildcard, that can be provided by any type of icon.